Ranger Conclave - Pack Leader


Gnolls are well known for working in small packs, often lead by a single individual (often erroneously referred to as an 'alpha') and though many Gnoll Pack Lords choose to focus on martial strength as a way to motivate those who follow, some prefer a more tactical bonded approach. Such a practice has become more and more popular in Droaam as it has developed as the Daughters of Sora Kell seek to unite their land not solely through martial strength but also through working together - or so they would have some believe.

At its most basic level these pack leaders seem little different to the typical gnoll pack lords, but as they gain in strength they learn how to share their spells with others in their pack and dictate battle plans to them.

This subclass is intended solely for the Gnolls of Eberron, though with DM permission it could be applied to other races.

Pack Bond

At 3rd level you are able to form a pack bond with other creatures as part of either a short or long rest, and your bond remains so long as you are alive. You can bond with a number of creatures equal to your proficiency bonus.

While you are bonded, once per turn when you take the attack action or make a bonus action attack (such as from dual wielding or your Rampage ability), you can sacrifice one attack to command one of your packmates that you can see to make an attack in your place.

In addition, members of the Pack can useir reaction whenever a packmate is attacked by a melee attack to move up to half their movement speed to move adjacent to their packmate and redirect the attack to themself instead.

Creatures can only benefit from a Pack Bond while they are within 120ft of a bonded creature.

Wise Leader

At 3rd level you decide what sort of pack leader you want to be - choose one of the following skills: Deception, Persuasion, and Intimidation. You gain proficiency in this skill and can use your Wisdom modifier instead of your Charisma modifier for any ability checks relating to this skill.

Share Spells

From 7th level when you cast a Ranger Spell that targets only yourself, your weapon, or your quiver, you can choose to share the effect of that spell to all your packmates. Only you concentrate on a shared spell, but the effect ends on all creatures when your concentration is broken.

Your packmates also deal additional damage against creatures targeted by either your Hunter's Mark spell or your Favoured Foe feature.

Coordinated Strike

From 11th level you and your packmates apply your wisdom modifier to initiative rolls.

In addition, whenever you roll initiative you can choose one of three battle plans, which you and your packmates all benefit from:


Charge! All members of the pack gain the benefits of the Dash action on their first turn at no action cost. Until combat ends, whenever a packmate moves at least 20ft in a straight line and then hits with a melee weapon attack, the target creature must succeed on a strength saving throw (vs your spell save DC) or be knocked prone. Packmates other than you also add your wisdom modifier to weapon damage rolls.

Evade! All members of the pack gain the benefits of the Dodge action on their first turn at no action cost. Until combat ends they are adjacent to another packmate they gain +1 AC. Packmates other than you also apply your wisdom modifier to Dexterity saving throws and ability checks.

Stand Fast! All members of the pack gain immunity to the Frightened and Charmed condition until the end of the first round. Until combat ends, they have advantage on saving throws against these conditions. Packmates other than you also apply your Wisdom modifier to Strength and Constitution saving throws.

Inspiring Rampage

From 15th level whenever you reduce a creature to 0 hit points and use your Rampage ability, you and your packmates gain temporary hit points equal to your Ranger level + your wisdom modifier (minimum 1).

If using a race other than gnoll, change Inspiring Rampage's activation from "use your Rampage ability" to "use your bonus action".

Pack Ambush

From 15th level, you are able to lead your pack on lighter feet. Your packmates can choose to use your Dexterity (Stealth) modifier in place of their own.

Stalwart Pack

Replaces Feral Senses

The mystical packbond you and your packmates share lets them push through their limits. From 18th level if a packmate is reduced to 0 hit points while they can see you, they instead are only reduced to 1 hit point. A creature can only benefit from Stalwart Pack once per long rest.

Converge Strikes

Replaces Foe Slayer

From 20th level whenever you or a packmate critically hit a creature with an attack roll, all members of the pack can choose to use their reaction to immediately make one attack against the same creature, assuming they are in range. These attacks add your wisdom modifier to the attack and damage rolls.